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HTML5 Web Application Development By Example : Beginner's guide

You're reading from   HTML5 Web Application Development By Example : Beginner's guide Learn how to write rich, interactive web applications using HTML5 and CSS3 through real-world examples. In a world of proliferating platforms and devices, being able to create your own ‚Äúgo-anywhere‚Äù applications gives you a significant advantage.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695947
Length 276 pages
Edition 1st Edition
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Author (1):
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Jody Gustafson Jody Gustafson
Author Profile Icon Jody Gustafson
Jody Gustafson
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Table of Contents (13) Chapters Close

Preface 1. The Task at Hand FREE CHAPTER 2. Let's Get Stylish 3. The Devil is in the Details 4. A Blank Canvas 5. Not So Blank Canvas 6. Piano Man 7. Piano Hero 8. A Change in the Weather 9. Web Workers Unite 10. Releasing an App into the Wild A. Pop Quiz Answers Index

Time for action – using the mouse to draw


The first thing we need to do is capture mouse events. Let's go into our CanvasPadApp object and add the code to check for them in the start() method. As you may recall, we already added a mousemove event handler above. Now we will add handlers for mousedown, mouseup, and mouseout events:

$("#main>canvas").mousemove(onMouseMove)
    .mousedown(onMouseDown)
    .mouseup(onMouseUp)
    .mouseout(onMouseUp);

No, there's not a mistake in mouseout. We want the mouseout event to be handled the same way as mouseup, so they both stop the drawing process. The mouseout event is fired when the mouse leaves the <canvas> element. When that happens we can't get mousemove events anymore and therefore lose track of the pen position.

Before we implement the event handlers we need a couple of new variables to keep track of things. We need a Boolean value to keep track of when we are drawing, an array to keep track of the current set of points, and an array to...

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